The first content update is just around the corner!
We are all anticipating our first content update which will feature new minions, enemies, reworked artifacts and new mechanics. Today we are introducing a new enemy from the mercenary barracks — the Shadow Elf. Shadow Elves were created centuries ago, when a few inquisitive members of the elven druidic order experimented with mixing the powers of nature and necromancy — something that Iratus might have had a hand in back in the day. As it turns out, sometime after Iratus was defeated, these experiments were uncovered and the druids, along with their followers, banished underground. Thus a wholly new type of elven society was formed, wielding magic that gifts them with the ability to control life in unnatural ways. Unfortunate that now this power is being used against the necromancer, but even undead overlords make mistakes. Shadow Elves are masters of the dark arts: they deal magical damage, make allies vampires and deprive enemies of vigor — in short, they are dangerous opponents.
Minor bug fixes and Russian voiceovers
Necromancers! New game version with Russian voiceovers by Dmitry "Goblin" Puchkov and Vladimir Antonik is finally published! Lets update, try it, enjoy and choose your favorite Iratus voice!
https://www.youtube.com/watch?v=TvOsGafjdSc
https://www.youtube.com/watch?v=xEztVtSmmqs
Also, there are some bugs fixed:
[Dhampir] Enemy Dhampir feature is now working correctly after minions retreat
[Fire Elemental] Fire Elemental “Self-Destruct” no longer counts for the Ghoul’s unlock
Fixed a bug when the skills tips stuck to the cursor
Fixed a bug when the scouting tooltip display above all other map events
Fixed minor bugs.
We continue introducing you the upcoming content: reveal of the new minion
If you’re already bored awaiting new content, we are going to surprise you with today's heroes — new long-awaited Iratus minions, the Unfrozen.
In the cold north there is little life and death is quick to cull the weak. Here the last remaining necromancers made their home after their craft became forbidden, gathering any that escaped the persecutions. They labored, trying to survive, but without resources they were quickly dying out. Thus they attempted to walk down the only path available to them – becoming undead. As the years went on, their minds and bodies were eroded in the frozen wastes until they sank beneath the ice... yearning to feast upon the living. Unlike Iratus, they had not truly mastered death and thus were consumed by it. But it does not mean that their legacy will be forgotten. Through their death, they had created the curse of the Unfrozen and the great necromancer has finally managed to unleash it upon the world. Fitting that his colleagues would serve him one last time.
They use distant magic spells as their weapon and can throw spears dealing physical damage. With their ominous appearance, they reduce Initiative of enemies to increase the damage. But they also heal comrades and destroy traps.
Our first upcoming Content Update: Introducing a New Enemy
Great news! Team Unfrozen is tirelessly working on the first content update for Iratus. New minions and enemies, as well as improved game mechanics, are right around the corner. We're looking forward to giving you more details in the near future!
And here we go with the first one! Introducing a new enemy – The Ataman! She and her gang spent a good few years plundering the south before being captured and hauled off to die in the mines beneath the castle. Somehow due to her sassy nature and exotic mannerisms she has managed to rally and hoodwink the other more brain-damaged convicts to follow her lead. Now they are fiercely loyal to their new boss and will lay down their lives for her approval, while she views her new gang with complete and utter contempt. As a true leader of her gang, the Ataman can cause substantial damage — both physical and magical. She can make an enemy fall asleep and can also be healed at the expense of her allies' Vigor.
New Russian Voiceovers Right Behind the Corner
Next week, August, 29th two more voiceovers will be on air.
Players will be able to choose if they want Iratus to speak with the voice of Vladimir Antonik or Dmitriy "Goblin" Puckov.
https://www.youtube.com/watch?v=hzZlUyxNnwE
You can still choose UI language and Voice language separately. So feel free to try different voices for the Great Necromancer.
https://www.youtube.com/watch?v=yD9LqNNxH3Q
https://www.youtube.com/watch?v=CUvPfaQh2ZY
Balance Update 08/15/19
Balance Update Patchnotes
After the first quick adjustments surrounding our Early Access Launch, we now continue our regular Balance Update Cycle of 2 weeks.
Here are the changes of today:
Bugs
Lich
Fixed a visual bug with toxic cloud that caused it to linger on a position after killing an enemy.
Fire Elemental
Fixed a bug that caused the elemental to not self destruct if he never dealt damage.
Shade
Trick of the Eye. The evasion buff no longer instantly ends after using this ability.
Balance
Global Changes
Minor economic corrections for Good Always Wins
Keymaster
Good Always Wins: Baseline Vigor increased from 375 -> 395
Good Always Wins: Baseline Sanity increased from 405 -> 425
Good Always Wins: Baseline Attack increased from 20-23 -> 24-27
Inventor
Good Always Wins: Baseline Vigor increased from 690 -> 740
Good Always Wins: Baseline Sanity increased from 540 -> 680
Good Always Wins: Baseline Accuracy reduced from 85 -> 80
Pyromancer
Good Always Wins: Baseline Vigor increased from 840 -> 880
Good Always Wins: Baseline Sanity increased from 780 -> 820
Fire Elemental
Good Always Wins: Baseline Vigor increased from 120 -> 130
Good Always Wins: Baseline Attack increased from 18-20 -> 21-23
Good Always Wins: Baseline Luck increased from 5 -> 25
Tactical Retreat, Comeback System and other new features are now available!
Greetings, necromancer!
It's time to update your Iratus to build 158. It entered beta testing on Tuesday is now ready to be released to all players. Everyone who has tested the game these days helped us a lot, your contribution is invaluable! We closely examined your progress and prepared several changes for the public version.
Let’s look at the main features of version 158:
TACTICAL RETREAT
“Abandon Battle” in the top right corner has been replaced with “Tactical Retreat”. Now you have the chance to save your squad from certain death! When you click this button all minions will receive the Retreat tag and leave the battle at the beginning of their next turn. Minions retreat according to the same rules as enemies and take 50% more damage. You find yourself in the previous location on the map, the damage received by your minions will carry over.
COMEBACK
At the end of a battle, Iratus will receive some parts, brains, and artifacts left over from each destroyed minion.
SCOUTING
The scouting system allows players to prepare for upcoming battles, showing the composition of enemy units in neighboring spaces on the map.
CRASH PROTECTION
Some players are have encountered a problem with game instability, leading to complete loss of battle groups if it happens in combat. Now, if the game ends unexpectedly, you can return to the very beginning of the battle without penalty.
“GOOD ALWAYS WINS” HAS BEEN REWORKED
We reworked the balance, economy and tactics of our hardest difficulty level "Good always wins!" Players who were not afraid to play it in the beta version helped us polish it. Enjoy!
AND MORE:
Initiative bar at the top now reflects the turn order correctly. (No more rotation of turn order at the start of each round).
Inventor: Damage dealt to the boss when all pylons are dead is now visual.
New menu button in the Chamber of Iratus.
You can now turn off unit lines.
Sacrificing minions now gives Iratus consumable items instead of artifacts.
Inspiration cancels escape.
Mana doesn't restore if minions retreat or are defeated.
FIXED BUGS
[Lich] Shrapnel. Fixed a bug where Lich could hit himself if he was in the first position.
[Keymaster] Fixed a bug that made Keymaster summons “invisible” if a Lich cloud was present.
[Pyromancer] Fixed a bug where the Flame Shield disrupted minion attacks.
[Ghoul] Skills that deal damage to self (such as Vampire or Bone Golem) now also count for unlocking the Ghoul.
[Shade] Any offensive ability now cancels the effects of ‘Sleep’. Not just damage.
Fixed a bug when the subtitles did not turn off in the game.
[Swordsman] Fixed a bug with the stance that caused the Swordsman to counterattack a random minion.
[Swordsman] Won’t escape if he’s in his stance.
Stunning now works correctly if the player opts to use “Wait”.
[Steam Achievements] Achievements "Mountain King" and "Bane of Mercenaries" are now tracked correctly.
Many other minor fixes.
BALANCE TWEAKS
Global changes
-Weaker elite enemies on the first floor on difficulty level More Pain!
- Weaker elite enemies on the second floor on difficulty level Cakewalk and More Pain!
- Stronger enemies on the second and third floors on difficulty level More Pain!
- Fully revamped the balance and economy on difficulty level Good Always Winds.
- Increased rewards for killing elite enemies and bosses on all difficulty levels.
- The ”Steadfast” status has been removed from the game.
- Slightly improved the accuracy of Iratus’s minions.
- Alchemist and Elite Alchemist: Damage dealt by the main attack increased from 50% -> 60%
- Dwarven Warrior and Elite Dwarven Warrior: Bonus to Armor and Resistance when using an ability increased from 4 -> 6
- Musketeer and Elite Musketeer: Damage dealt to the marked enemy increased from 150% -> 200%
- Trader and Elite Trader: Damage dealt by the main attack increased from 50% -> 75%
- Rogue and Elite Rogue: Damage dealt for each missing point of minion's Vigor increased.
• Blood Phantasm
- Chains of Anger, Moaning Chains: Damage increased from 60% -> 90%
- Chains of Fury: Damage increased from 80% -> 120%
- Hate Eternal, Wrath Eternal, Torment Eternal: Damage increased from 40/20% -> 60/30%
- Mark of Retribution, Aura of Retribution: Damage increased from с 10-20 -> 15-25
- Mark of Vengeance: Damage increased from 15-30 -> 20-30
- Phantasmal Assault, Phantasmal Carnage: Damage increased from 75% -> 100%
- Phantasmal Blitz: Damage increased from 100% -> 150%
• Bride of Iratus
- Baseline attack increased from 22-27 -> 24-29
- Flames of Love, Flames of Eternal Love: Damage increased from 50/25% -> 60/30%
- Flames of Passionate Love: Damage increased from 60/30% -> 70/35%
• Dark Knight
- Dark Offering: Bonus Wrath increased from 12 -> 18
• Fallen Dhampir
- Baseline Attack increased from 15-17 -> 16-18
- Baseline Dread reduced from 13-15 -> 14-16
- Aim for The Vein, Aim for The Heart, Aim for The Soul: Damage increased from 80% -> 100%
• Ghoul
- Baseline Attack increased from 20-26 -> 22-28
- Butcher, Crimson Feast: Damage increased from 100% -> 115%
- Restrained Slaughter: Damage increased from 125% -> 140%
- Savage Instincts, Savage Cunning: Bonus damage increased from 10% -> 20%
- Predatory Instincts: Bonus damage increased from 15% -> 30%
• Head Hunter
- Dual Slash, Vorpal Slash: Damage increased from 60% -> 70%
- Dual Cruelty: Damage increased from 50% -> 70%
- Seething Wrath, Sundering Wrath, Intimidating Rage: Can now target any position.
• Lich
- Sacrifice: Vigor restored reduced from 40 -> 30
- Cannon Fodder: Vigor restored reduced from 50 -> 40
- Toxic Cloud, Plague Cloud, Corrosive Cloud: Damage reduced from 100% -> 80%
- Rain of Fire, Armageddon, Bedlam: Wrath cost reduced from 45 -> 30
- Reanimate, Dark Resurrection: Wrath cost reduced from 80 -> 65
- Cheap Bodies: Wrath cost reduced from 60 -> 50
• Lost Soul
- Inspire Heroics, Doomed to Heroism, Hero-Mania: Now moves the target one position forward.
- Dubious Boon, Enraging Boon: Amount of bonus Ward decreased from 2 -> 1
- Dubious Boon: Decreasing damage effect decreased from 25% -> 20%
- Enraging Boon: Decreasing damage effect decreased from 15% -> 10%
- Lucrative Boon: Decreasing damage effect decreased from 25% -> 30%
• Mummy
- Amplify Curses, Eternity of Torment, Eternity of Misfortune: Ultimate abilities now require more Wrath – from 30 -> 45.
• Shade
- Voidclaws: Damage increased from 70/35% -> 80/40%
- Dark Portal, Dark Gate, Dark Channeling: Can be used from positions 2 and 3 now.
- Dark Portal, Dark Gate, Dark Channeling: Shade doesn't move 1 position forward.
- Dark Gate: Amount of Mana restored decreased from 15 -> 10
- Dark Gate: Amount of Vigor restored decreased from 15 -> 10
- Black Light, Black Radiance, Glimpse the Dark World: Don't stack.
• Skeleton
- Baseline Attack increased from 18-20 -> 19-21
- Baseline Dread increased from 18-20 -> 19-21
- Baseline Luck increased from 5 -> 9
- Shield Banger, Creepy Clank, Dismissive Banger: Damage reduced from 120% -> 100%
• Vampire
- Hysteria, Berserk, Rage: Can now only be used from the 4th and 3rd positions.
• Zombie
- Baseline Dread reduced from 15-18 -> 13-16
- Volley, Accurate Volley, Grand Volley: Damage over time increased from 80% -> 100%
- Igniting Mixture, Smoke Bomb: Baseline damage reduced from 40% -> 20%
- Igniting Mixture, Smoke Bomb: Damage over time increased 50% -> 100%
- Fiery Explosive: Baseline damage reduced from 40% -> 20%
- Fiery Explosive: Damage over time increased 25% -> 60%
- Trench Loading: Bonus damage increased from 20% -> 50%
• Sleep (Weird Mandolin artifact)
- Mana cost increased from 60 -> 75
- Duration reduced from 2 -> 1 turns
• Talents of Iratus
- Frenzied Howling: Bonus to dread reduced from 6 -> 4
- Finger of Death: Requires more Mana: from 75 -> 85.
- Alchemy and Destruction talents changed order at the spells tree.
- Most of the active talents require less Mana.
• Graveyard
- Dead Lake: Chance to find an artifact increased from 10 -> 15% for each minion inside the building.
Write all your thoughts on our Discord. We read every message: https://discord.gg/QPE2Mzr
Open test of new gameplay features: Tactical retreat, “comeback” after defeat and other updates
Greetings everyone!
Iratus: Lord of the Dead entered early access fairly recently but in that time a lot has happened!
We are receiving a lot of positive reviews from our players, which contain a lot of useful feedback we can use to improve our game! We released the game into early access precisely because we wanted to hear your communications and suggestions. Thank you again that you are with us!
Currently the latest available version is 157, which contains a lot of balance updated and bugfixes. But we aren’t going to stop there! Start today, we are launching the new, 158th version of the game, into open testing. And it will contain not only corrections but several interesting new functions. We invite you to take part in the open game test. Details about joining are below!
But for now – let’s talk about the actual features of the new version.
TACTICAL RETREAT
Iratus has leaned many lessons from his original defeat – for a repeat would only end with him spending another millennium imprisoned in his tomb, and who knows how much time this world still has? Because of this, the necromancer has learned to approach battles more cautiously, understanding when best to regroup.
We are implementing a system of Tactical retreat by changing the function of the “Abandon Battle” UI element in the top right corner of the screen. It will be replaced by “Tactical Retreat”.
What does this mean for you? Previously, exiting combat meant losing your combat squad for good. Now Iratus has the option to save his minions from pointless destruction. After pressing the new “Tactical Retreat” button and confirming your decision, all minions will receive the “Retreat” icon. At the start of their next turn, they will leave combat and the player will be booted back to his previous position on the map. Remember that any damage minions received from battle will persist.
COMEBACK
Proper resource management is the key quality of any successful necromancer. Even fallen minions can be scavenged for parts!
From now on, Iratus has the ability to scavenge a few parts, brains and items left over from the bodies of every defeated minion. Naturally it isn’t possible to scavenge everything back, combat is, after all, risky business but you will not leave empty handed either.
SCOUTING
It can be rather disheartening to painstakingly assemble a stress damage squad only to then encounter a bunch Golems. Naturally, Iratus wants to avoid such unpleasant surprises, which is why we added a scouting system to provide players with information regarding the challenges they might face as they ascend to the surface. Players will now be able to see the composition of enemy forces on neighboring spaces.
CRASH PROTECTION
Unfortunately, some of our players encountered problems with game stability, or hardware problems that lead to them losing their battle groups. We decided to provide all of you with a little bit of insurance: now if the game ends unexpectedly you will be able to resume from the start of the last battle without any negative consequences!
“GOOD ALWAYS WINS” HAS BEEN REWORKED
Improving balance means not only tweaking the abilities of minions and enemies, it is also modifying the economic and tactical aspects of the game. Iratus: Lord of the Dead is a hardcore tactical RPG for people who love taking their time to decide on the most optimal combat and economic paths in any situation. This will not change.
We have reworked “GOOD ALWAYS WINS”. Now you won’t be winning because of lucky circumstance, but a sharp tactical and strategic mind will sooner or later lead you to triumph! We have reviewed all stats and economic values to make every decision you make an important one.
We are inviting our most hardcore players to join the testing group and tell us about your impressions!
BALANCE TWEAKS
We are continuing to work to improve the economy of the game. In the beta test you will find the following changes. NB! These values can be changed by the time version 158 enters public access.
Global changes
Weaker elite enemies on the first floor on difficulty level More Pain!
Weaker elite enemies on the second floor on difficulty level Cakewalk and More Pain!
Fully revamped the balance and economy on difficulty level Good Always Winds.
Increased the rewards for killing elite enemies and bosses on all difficulty levels.
The ”Steadfast” status has been removed from the game.
Slightly improved the accuracy of Iratus’s minions.
Blood Phantasm
Chains of Anger, Moaning Chains: Damage increased from 60% -> 90%
Chains of Fury: Damage increased from 80% -> 120%
Hate Eternal, Wrath Eternal, Torment Eternal: Damage increased from 40/20% -> 60/30%
Mark of Retribution, Aura of Retribution: Damage increased from с 10-20 -> 15-25
Mark of Vengeance: Damage increased from 15-30 -> 20-30
Phantasmal Assault, Phantasmal Carnage: Damage increased from 75% -> 100%
Phantasmal Blitz: Damage increased from 100% -> 150%
Bride of Iratus
Baseline attack increased from 22-27 -> 24-29
Flames of Love, Flames of Eternal Love: Damage increased from 50/25% -> 60/30%
Flames of Passionate Love: Damage increased from 60/30% -> 70/35%
Dark Knight
Dark Offering: Bonus Wrath increased from 12 -> 24
Fallen Dhampir
Baseline Attack increased from 15-17 -> 16-18
Baseline Dread reduced from 13-15 -> 14-16
Aim for The Vein, Aim for The Heart, Aim for The Soul: Damage increased from 80% -> 100%
Ghoul
Baseline Attack increased from 20-26 -> 22-28
Butcher, Crimson Feast: Damage increased from 100% -> 115%
Restrained Slaughter: Damage increased from 125% -> 140%
Savage Instincts, Savage Cunning: Bonus damage increased from 10% -> 20%
Predatory Instincts: Bonus damage increased from 15% -> 30%
Head Hunter
Dual Slash, Vorpal Slash: Damage increased from 60% -> 70%
- Dual Cruelty: Damage increased from 50% -> 70%
- Seething Wrath, Sundering Wrath, Intimidating Rage: Can now target any position.
Lich
Sacrifice: Vigor restored reduced from 40 -> 30
Cannon Fodder: Vigor restored reduced from 50 -> 40
Igniting Mixture, Smoke Bomb: Damage over time increased 50% -> 100%
Fiery Explosive: Baseline damage reduced from 40% -> 20%
Fiery Explosive: Damage over time increased 25% -> 60%
Trench Loading: Bonus damage increased from 20% -> 50%
Sleep (Weird Mandolin artefact)
Mana cost increased from 60 -> 75
Duration reduced from 2 -> 1 turns
Frenzied Howling
Bonus to dread reduced from 6 -> 4
***
HOW TO JOIN THE TESTING PROCESS
Open Steam and in your library right click Iratus: Lord of the Dead. You will need to mouse over to the Properties function.
Open the BETAS tab and enter the key YmV0YU5vd0hlcmU, then select CHECK CODE.
In the drop down menu choose the branch [iratus-beta.158 -], then close the window.
Wait until Steam has finished downloading the newest version of Iratus: Lord of the Dead and be among the first to try out the new features!
One of the main goals of open testing – to determine your reactions to the new features. Has the play experience gotten more comfortable? What details would you like to see added next? Anything we should try to fix? Write all your thoughts in our Discord. We read every message: https://discord.gg/QPE2Mzr
***
We would like to once again thank all our players for participating in this project! Your thumbs up and positive replies give us the energy we need to move forwards while the suggestions you leave for us is invaluable feedback that we can use to improve the game and allows us to know when we are moving in the right direction.
Thank you for being with us!
First bugfix patch out now!
A big thank you to everyone who has already been playing Iratus during its first weekend of release! We are still hard at work and our first bugfix patch is out today. This patch also introduces some new balancing tweaks and completes the collection of minion skins for all owners of the Supporter Pack. If you want to learn more about the different kinds of updates we are doing during the Early Access phase, you can check out our blogpost here.
Without any further ado, here are the changes with today’s patch:
PATCH NOTES
General changes
Added the remaining 8 exclusive skins to the Supporter Pack
Added portraits to the exclusive skins (fight, cemetery, bathroom, etc.).
After the end of the tutorial a window opens, prompting you to continue the game on easy or start to normal.
Steam Cloud functionality added.
Bugfixes
Fixed an issue that allowed players to start a battle with an empty battle group.
Skeleton: When selecting the leveling option "Unnerving Fortitude" it will now work similar to "Mystic Fortitude". Instead, choosing it now provides a permanent +4 boost to Dread.
Fixed a bug that broke player spells with the stunned status.
Fixed graveyard hotkeys.
Fixed a bug that happens with critical damage from magic freezing fights.
Fixed a bug instantly triggering traps when targets move past them.
Fixed several minor bugs.
Balancing Changes
Minor adjustments to the stats of enemies at all levels of difficulty.
Slightly increased the quality of resources at Cakewalk and More Pain!
Cakewalk and More Pain! are now easier.
Trader and Elite Trader
No longer moves forward by 1 position when using an AoE attack
Oracle and Elite Oracle
Status effects can no longer crit
Bard and Elite Bard
Mass sleep has a maximum duration of 2 turns.
Keymaster
Cakewalk: Baseline Vigor reduced from 315 -> 250
Cakewalk: Baseline Sanity reduced from 345 -> 280
Cakewalk: Baseline Attack reduced from 14-20 -> 12-15
Cakewalk: Basicline Precision reduced from 100 -> 90
More Pain!: Baseline Vigor reduced from 355 -> 270
More Pain!: Baseline Sanity reduced from 385 -> 300
More Pain!: Baseline Attack reduced from 16-22 -> 14-17
More Pain!: Baseline Precision reduced from 100 -> 90
Good Always Wins: Baseline Vigor reduced from 535 -> 485
Good Always Wins: Baseline Sanity reduced from 565 -> 515
Good Always Wins: Baseline Attack reduced from 27-33 -> 22-28
Good Always Wins: Baseline Luck reduced from 30 -> 20
Inventor
Cakewalk: Baseline Vigor reduced from 565 -> 485
Cakewalk: Baseline Sanity reduced from 425 -> 320
More Pain!: Baseline Vigor reduced from 665 -> 540
More Pain!: Baseline Sanity reduced from 525 -> 385
Good Always Wins: Baseline Vigor reduced from 830 -> 725
Good Always Wins: Baseline Sanity reduced from 650 -> 545
Offensive Pylon
Cakewalk: Baseline Vigor reduced from 100 -> 75
More Pain!: Baseline Vigor reduced from 120 -> 100
Good Always Wins: Baseline Vigor reduced from 150 -> 125
Defensive Pylon
Healing skill now only restores half the previous amount Sanity
Cakewalk: Baseline Vigor reduced from 100 -> 75
More Pain!: Baseline Vigor reduced from 120 -> 100
Good Always Wins: Baseline Vigor reduced from 150 -> 125
Support Pylon
Cakewalk: Baseline Vigor reduced from 100 -> 75
More Pain!: Baseline Vigor reduced from 120 -> 100
Good Always Wins: Baseline Vigor reduced from 150 -> 125
Pyromancer
Cakewalk: Baseline Vigor reduced from 750 -> 530
Cakewalk: Baseline Sanity reduced from 600 -> 420
Cakewalk: Baseline Attack reduced from 20-26 -> 17-23
Cakewalk: Baseline Luck reduced from 30 -> 20
More Pain!: Baseline Vigor reduced from 835 -> 600
More Pain!: Baseline Sanity reduced from 725 -> 540
More Pain!: Baseline Attack is reduced from 22-28 -> 17-23
Good Always Wins: Baseline Vigor reduced from 875 -> 805
Good Always Wins: Baseline Sanity reduced from 825 -> 695
Fire Elemental
Cakewalk: Baseline Vigor reduced from 100 -> 65
Cakewalk: Baseline Attack reduced from 14-16 -> 8-10
More Pain!: Baseline Vigor reduced from 120 -> 80
More Pain!: Baseline Attack is reduced from 16-20 -> 11-13
Good Always Wins: Baseline Vigor reduced from 120 -> 100
Good Always Wins: Baseline Attack is reduced from 19-23 -> 16-18
Rain of Gore
Cost increased from 20 -> 40 mana
Rites of Carnage
Cost increased from 20 -> 35 mana
Banshee
Absorb Fear: Mana gained reduced from 30% -> 20%
Absorb Terror: Mana gained reduced from 40% -> 25%
Absorb Wrath: Warth gained reduced from 30% -> 25%
Bone Golem
Splintering March, Suppressing Splinters: Damage increased from 75% -> 100%
Splinter Hell: Damage increased from 100% -> 125%
Blood Phantasm
Now, opponents attack the Phantom a bit less.
Dark Khinght
Baseline Vigor increased from 55 -> 70
Baseline Armor reduced from 8 -> 6
Baseline Resistance reduced from 8 -> 6
Baseline Accuracy increased from 90 -> 100
Abyssal Hunger, Ravenous Abyss, Dark Greed: Cost increased from 60 -> 65
Unfeeling Aggression, We Are Nothing, All is Dust: Baseline damage decreased from 100% -> 75%
Unfeeling Aggression, We Are Nothing, All is Dust: Now only targets enemies on the 1st and 2nd positions.
We Are Nothing: Damage done for each point of Armor and Resistance decreased from 50% -> 25%
All is Dust: Damage per buff or debuff on target increased from 20% -> 25%
Fallen Dhampir
Aim for The Soul: Mana Recovery decreased from 50% -> 25%
Masterful Thrust, Exquisite Thrust, Unerring Lunge: Now only targets the 3rd and 4th positions.
Bonus Attack and Dread when damaged is reduced from 2 -> 1
Head Hunter
Profitable Bounty: Bonus number of parts after a kill reduced from 4 -> 2
Lich
Dominate Undead: Bonus Dread increased from 12 -> 15
Ineffable Command: Bonus Dread reduced from 15 -> 12
Ineffable Command: No longer moves the target 1 step forward
Ineffable Command: Now moves Lich 2 steps back when used
Dominate Undead: The bonus for selecting this ability has been replaced by +2 bonus to Attack and Dread.
Ineffable Command: +4 Dread when selected replaced by +2 Initiative.
Cruel Sacrifice: +1 Block when selected replaced with +2 Attack
Armageddon: +4 Attack when selected replaced by +5 Luck
Lost Soul
Sudden Reality, Consume Hopes: Cost increased from 40 -> 60
Substitute World: Cost has been increased from 30 -> 45
Impending Misery: Now additionally moves the target 1 position back
Absorb Curses: Amount of recovered Vigor per negative effect increased from 4 -> 5
Cursed Feast: Amount of recovered Vigor per negative effect increased from 6 -> 8
Absorb Wrath: Amount of gained Wrath per negative effect increased from 3 -> 5
Skeleton
Baseline Vigor increased from 80 -> 100
Baseline Resistance reduced from 6 -> 0
Baseline Attack increased from 17-19 -> 18-20
Baseline Accuracy increased from 91 -> 95
Unnerving Fortitude: Ability is temporarily replaced with an alternative improvement
Unnerving Fortitude: +1 Resistance when selected is replaced by +4 Dread
Smite the Show-Offs: +1 Resistance when selected is replaced by +1 Armor
Dismissive Banger: +3 Resistance when selected is replaced by +1 Armor and +1 Resistance
Vampire
Bloody Offering: Amount of Wrath gained increased from 30 -> 40
Mesmerize: Amount of Wrath gained increased from 15 -> 20
Mesmerize: Mana gained reduced from 15 -> 10
Hypnosis: Amount of Anger gained increased from 40 -> 50
Hysteria: Damage increased from 20/10% -> 30/15% of maximum Vigor
Berserk: Damage increased from 40/20% -> 50/25% of maximum Vigor
Berserk: The bonus damage increased from 25% -> 50%
Hysteria, Berserk: Fortitude costs increased from 15 -> 30
Rage: Fortitude costs increased from 10 -> 20
Zombie
Baseline Persistence reduced from 125 -> 110
Baseline Armor reduced from 3 -> 0
Baseline Resistance increased from 3 -> 6
Accurate Volley: +1 Resistance when selected reduced to +1 Resistance
Plentiful Buckshot: +1 Armor when selected replaced by +1 Resistance
Light Caliber: +18 Accuracy when selected replaced by +2 Resistance
Hexball: +4 to Attack and Dread when selected replaced by +8 Dread
The 1st Early Access Weekend ...and you!
Heyho everyone,
since the beginning of an Early Access phase is always special, we prepared another balance update before the weekend, for you, to test the hell out of it! We can't stress enough (pun intended), how valuable your feedback is for us. So if you want to take part in making Iratus: Lord of the Dead the best version it can be, why don't you join our Discord Server?
If you missed our Blog Post from yesterday, where we talked about our Roadmap and our different types of patches, you can check it out here.
Enjoy!
PATCH NOTES
Keymanster
All difficulty levels: Rather stunning, special attack now reduces armor by 4 for 2 turns.
More Pain!: Baseline Vigor reduced from 360 -> 355
More Pain!: Baseline Sanity reduced from 390 -> 385
More Pain!: Baseline Attacks reduced from 18-24 -> 16-22
More Pain!: Baseline Luck reduced from 40 -> 15
More Pain!: Baseline Block and Ward values reduced from 5 -> 3
Good Always Wins: Base Attack increased from 23-32 -> 27-33
Good Always Wins: Baseline Luck reduced from 40 -> 30
Inventor
All difficulty levels: Baseline Armor and Resistance increased from 10 -> 20
More Pain!: Baseline Vigor reduced from 685 -> 665
More Pain!: Baseline Sanity reduced from 545 -> 525
More Pain!: Baseline Block and Ward values reduced from 3 -> 2
More Pain!: Baseline Luck reduced from 20 -> 15
Good Always Wins: Baseline Vigor reduced from 760 -> 830
Good Always Wins: Baseline Sanity reduced from 620 -> 650
Good Always Wins !: Baseline Block and Ward values reduced from 5 -> 3
Offensive Pylon
Cakewalk: Baseline Attacks reduced from 20 -> 15
More Pain!: Baseline Attacks reduced from 22 -> 20
Pyromancer
Cakewalk: Baseline Vigor increased from 600 -> 750
Cakewalk: Baseline Sanity increased from 500 -> 600
Cakewalk: Baseline Ward reduced from 3 -> 0
Cakewalk: Baseline Attack increased from 18-24 -> 20-26
Cakewalk: Baseline Luxk increased from 15 -> 30
Cakewalk: Baseline Resistance increased from 18 -> 20
Cakewalk: Baseline Initiative increased from 4 -> 7
More Pain!: Baseline Vigor increased from 685 -> 835
More Pain!: Baseline Sanity increased from 625 -> 725
More Pain!: Baseline Ward reduced from 4 -> 0
More Pain!: Baseline Attack increased from 19-25 -> 22-28
More Pain!: Baseline Luck increased from 20 -> 30
More Pain!: Baseline Initiative increased from 4 -> 7
Good Always Wins: Baseline Ward reduced from 4 -> 2
Good Always Wins: Baseline Block increased from 0 -> 2
Good Always Wins: Baseline Attack increased from 25-31 -> 27-33
Good Always Wins: Baseline Initiative increased from 4 -> 7
Fire Elemental
Fixed an issue with the damage of the Elemental's explosion.
Cakewalk: Baseline Armor increased from 4 -> 5
Cakewalk: Baseline Resistance increased from 0 -> 5
Cakewalk: Baseline Luck increased from 0 -> 5
More Pain!: Baseline Armor increased from 4 -> 5
More Pain!: Baseline Resistance increased from 0 -> 5
More Pain!: Baseline Luck increased from 0 -> 5
Good Always Wins: Baseline Vigor reduced from 150 -> 120
Good Always Wins: Baseline Armor increased from 5 -> 6
Good Always Wins: Baseline Resistance increased from 0 -> 6
Good Always Wins: Baseline Luck increased from 0 -> 5
Bard and Elite Bard
Mass Sleep from first position will only be used a maximum of once in every 3 moves.
Other changes
Corrected the characteristics of most enemies.
Floors 1 and 2 became easier.
Small change in the composition of enemies on the second floor.